Forum: Poser - OFFICIAL


Subject: Figure with the best topology?

meatSim opened this issue on Nov 08, 2013 · 57 posts


maxxxmodelz posted Fri, 08 November 2013 at 11:51 PM

I'll share a little story that I probably shouldn't even bring up, but it has to do with topology of Poser meshes, so it fits the theme here.  A couple years ago, I was working for a studio (won't mention any names, because I don't wanna draw any unwarranted criticism upon them), doing post on a fairly well known, fairly large budget film, with some FX and CG that required several custom characters to be created under some really crazy time constraints.  I was working mostly as a texture artist for this studio, but around this time, I also got to some limited action on the modelling side, because we were about 30 days out from our deadline, and we had about 5 or 6 odd number of shots about to go into the pipeline.  There was one shot in particular we did, which was calling for a custom character, which would then be animated for about a 15 second spot in a high action scene.  Time wasn't on our side here, and we were about to hire 3 more freelance modellers to come on board and help with the clip.  The creature, to my eye, looked similar to a figure we had in the Poser universe here, that I thought we could easily pass it off with just a few tweaks to the morphs, and some custom textures.  Easy enough. Done deal.

Long story short, I brought up the idea to the TD about integrating Poser Pro into the pipeline, and using a stock mesh from Daz, with custom morphs for the creature, rather than hiring several more modellers to come in.  It would have saved us money, and we were all but guaranteed to get this scene done well within the timeframe.  Surprisingly, this was met with consideration.  The next night, I gave some of the guys a quick presentation on Poser with my own laptop, and created a character from M4 I think it was, which I felt was pretty close to looking like what we needed with just some dial turns, never mind some custom morphs.  Everything was OK until I opened the creature's mouth and animated a few quick expressions.  There was NO way we were going to get that mesh to emote the way we needed it to, without a complete restructure of the facial topology.  Of course, the lead animator wasn't on board with using Poser anyway, so we would have had to re-rig the figure in Maya with a custom rig, and again, the facial topology would present problems there too.  It was just a lot easier in the end to model a custom character, and use a topology custom designed to be far more emotive and fit with a complex face rig, than to work with a mesh which sole purpose really is to be a one size fits all character.

So the bottom line I think is this:  The "best" topology for poser is one that is a very UNIQUE, formidable, ever-evolving lump of quad clay.  I think in the future, the perfect Poser topology will be one that evolves its edges with a dial turn.  We're heading in the right direction with the new subD stuff going on, but it's going to be a mesh that "out of the box" won't look like much.  Users that want the old gen 3 style of "it's beautiful right now" will be a bit disappointed I think.  It's what you can envision it becoming that counts, and then being able to do whatever you want with the topology though dynamic addition of polygons where they are needed.


Tools :  3dsmax 2015, Daz Studio 4.6, PoserPro 2012, Blender v2.74

System: Pentium QuadCore i7, under Win 8, GeForce GTX 780 / 2GB GPU.